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# 11
06-03-2012, 09:37 AM
Really.. if you have a problem with low levels on an alert, make a team?
Ask your friends to join and then you are always sure that you have a lvl 20+ team or whatever you accept. I don't have problems with low levels on an alert. I have more difficulty with the smashing around.
Edit: And why another topic about this? Is 1 topic about lowbies and alerts not enough??
Ask your friends to join and then you are always sure that you have a lvl 20+ team or whatever you accept. I don't have problems with low levels on an alert. I have more difficulty with the smashing around.
Edit: And why another topic about this? Is 1 topic about lowbies and alerts not enough??
# 12
06-03-2012, 09:57 AM
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Originally Posted by Sauria_Lizard
If it was a Soul Syphon one, it's not a big surprise, it's the most generous type of Smash Alerts, time-wise.
Sure, some higher levels can do poorly, but at least, they have attacks that deal serious damage, lvl6 people only have their energy builder and 2-3 other tier 1-2 attacks, zero specs, probably zero passive or block, and weak yellow or green upgrades. That's not enough to deal enough damage before the end of the timer. |
And for the record, I am for a certain level gate. I get the frustration, not everyone can team up with friends all the time. It's just isn't always about the lowbies being at fault.
# 13
06-03-2012, 10:24 AM
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Originally Posted by Quincy-St-Moth
It was a two-minute drill, actually
And for the record, I am for a certain level gate. I get the frustration, not everyone can team up with friends all the time. It's just isn't always about the lowbies being at fault. |
But I do agree there needs to be a certain AFK time limit when the alert starts, I would suggest 30 seconds rather than 10 because that is just messed up for those with slower connections. As for level gating I would go with 14 IMO because you can level up to ten somewhat quickly with a few missions into westside.
# 14
06-03-2012, 10:52 AM
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Originally Posted by Warmancer
As for level gating I would go with 14 IMO because you can level up to ten somewhat quickly with a few missions into westside.
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I really want skipping Westside to be viable. Wasn't an issue when we still had starting Canada.
That's why I support a sub-14 tier with lesser difficulty and commensurate rewards, but absolutely don't support gating the system off entirely.
# 15
06-03-2012, 10:53 AM
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Originally Posted by SquidheadJax
But 14 requires the whole damn Westside arc, roughly.
I really want skipping Westside to be viable. Wasn't an issue when we still had starting Canada. That's why I support a sub-14 tier with lesser difficulty and commensurate rewards, but absolutely don't support gating the system off entirely. |
# 16
06-03-2012, 10:58 AM
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Originally Posted by Ashen_X
Isnt it still possible to get into APs at level 8 ?
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# 17
06-03-2012, 11:00 AM
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Originally Posted by SquidheadJax
I've never had them show up before 11?
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# 18
06-03-2012, 11:28 AM
Here's how I would handle it:
1. You must have a passive power and have it slotted in order to do alerts.
2. You must contribute via active damage or healing skills, not counting your energy builder.
This would mean a minimum of level 8 for ATs or higher if you're a freeform and decided to put off taking a passive until later.
I wonder if the queue system could be adjusted to try and get a better spread of levels to try and avoid the 5 level 6 teams or such (queued players permitting of course).
1. You must have a passive power and have it slotted in order to do alerts.
2. You must contribute via active damage or healing skills, not counting your energy builder.
This would mean a minimum of level 8 for ATs or higher if you're a freeform and decided to put off taking a passive until later.
I wonder if the queue system could be adjusted to try and get a better spread of levels to try and avoid the 5 level 6 teams or such (queued players permitting of course).
# 19
06-03-2012, 11:40 AM
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Originally Posted by eliseba
Really.. if you have a problem with low levels on an alert, make a team?
Ask your friends to join... |
Here's the typical scenarios.
Team Member 1: Queues alert
Team Member 2: Wait, I need to powerhouse
Team waits.
Team Member 1: Queues alert
Team Member 2: hold on baby's crying
Team waits.
Team Member 1: Queues alert
Team Member 3: Brb, need to pee
Team waits.
Team Member 1: Queues alert
Team Member 4: Sorry was at bank had to cancel that
Team waits.
Team Member 1: Queues alert
Team Member 5: Few more minutes, I'm self publishing my epic vampire romance sci-fi trilogy
in hand lettered Egyptian Hieroglyphic Esperanto, and have a few typos to fix.
Team waits.
2 minute alert should not require any kind of personal entanglements to other players.
It should be quick and dirty casual gaming experience.
I was in a Pyramid Grab today that my level 40 friend wanted to run.
I was level 31 and my other friend was 19. There was a 15 and a 16 in the mission with us.
It took over 15 minutes just to grind down ...whatever villian we were power-spamming.
If my friends weren't there I would have probably left about 5 minutes into it.
I was so bored, Blasting and blasting over and over and over forever because ...three of the
players are doing about 100 to 200 damage per strike against a guy with over two million hit points.
Teams are not the solution to the problem here.
I'm opposed to level gating of alerts, on these grounds: 1) It isn't needed. The claim that low level players cannot complete or meaningfully contribute to alerts has been Busted. It doesn't matter if they were "easy" alerts. The bottom line is that players who knew what they were doing were able to make it happen. 2) It doesn't solve the leeching problem. At all. At best, it only slightly delays it while needlessly inconveniencing legit players. 3) It doesn't solve the other real issue, which is player error and/or inexperience. Doing easy PVE content in Westside does not teach people how to handle tough content like alerts, nor does it help them learn any team tactics.
Of the relatively few alerts I've failed (success rate has been ~85-90% regardless of team composition or player levels), the failure has almost always been due to player error or inexperience. I have yet to run into one single leecher (which honestly surprises me, considering how much of a fuss is being raised on the forums about this -- might have something to do with the times I log in), and I've never failed an alert due to a low level team. The alerts became harder, but they never outright failed because of that alone.
I have, however, failed an alert because 3 high-level players ragequit within the first 30 seconds.
Now, having said all that, instead of level-gating, I would be OK with the idea of tiered alerts. Only 2 tiers: a tier of "beginner alerts" for levels 6-10, and then the normal queues from 11 on. Even that seems like unnecessary tinkering, though. My experience has been that once people have a primary superstat and a passive (as well as a basic understanding of the game), they should be good to go.
Of the relatively few alerts I've failed (success rate has been ~85-90% regardless of team composition or player levels), the failure has almost always been due to player error or inexperience. I have yet to run into one single leecher (which honestly surprises me, considering how much of a fuss is being raised on the forums about this -- might have something to do with the times I log in), and I've never failed an alert due to a low level team. The alerts became harder, but they never outright failed because of that alone.
I have, however, failed an alert because 3 high-level players ragequit within the first 30 seconds.
Now, having said all that, instead of level-gating, I would be OK with the idea of tiered alerts. Only 2 tiers: a tier of "beginner alerts" for levels 6-10, and then the normal queues from 11 on. Even that seems like unnecessary tinkering, though. My experience has been that once people have a primary superstat and a passive (as well as a basic understanding of the game), they should be good to go.
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